but if we're getting three 3d games already, that drops the uniqueness points for us all :s

FWIW I feel uniqueness should be judged against all games prior to the compo, not against entries in that compo. Pulling off decent 3D on the NES is exceptionally unique regardless of how many entires coincidentally pulled it off in that year's compo.

It's also about the game play in general, 2-3 different games which happen to use 3D can be completely unique from each other. Just as platformers can be very unique from each other as we saw last compo.

_________________If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

Alp, those screens look amazing... I'm starting to reconsider the look of my game now I also love how flexible your design is in regards to wall three dimensionality, but I feel like there are too many unique tiles required to draw all possible screens due to pattern overlap. How many tiles did you spend on your screens?

I need to find a decent tool to create art, even something like a 1-point perspective corridor is difficult to draw using NES Screen Tool or YY-CHR.

Heh, thanks!I was inspired by the visuals in "Hired Guns", on the Amiga, and wanted to take a stab at wall height variation.

Uh... It's been a while, but I seem to recall slightly tweaking the brick patterns to tile better at some point, and getting it down to 180-something tiles, more than enough room left for a basic interface (font + frame). Unfortunately, after finally upgrading to a new computer, I'm not really sure where the "NES improved" version of the CHR ever went.

infiniteneslives wrote:

FWIW I feel uniqueness should be judged against all games prior to the compo, not against entries in that compo. Pulling off decent 3D on the NES is exceptionally unique regardless of how many entires coincidentally pulled it off in that year's compo.

It's also about the game play in general, 2-3 different games which happen to use 3D can be completely unique from each other. Just as platformers can be very unique from each other as we saw last compo.

This is a fair point. My own game was going to have dungeons built out of large cubes, allowing me to take advantage of the height variation, to create interesting environments, and Dungeon Master-like puzzles, with more obvious solutions (pushing walls to make bridges, anyone?). I haven't touched the project since I got the basic map parser working, though.

The game would have had "real-time" combat, in a similar fashion to Dungeon Master.

Yeah, mine is a realtime moving raycaster, but if we're getting three 3d games already, that drops the uniqueness points for us all :s

In my opinion, a "Swords and Serpents"-style dungeon crawler and a "Wolfenstein 3D"-raycasting game are different enough, so that this doesn't seem redundant. After all, it's totally different techniques and a different gameplay feeling.I personally would really like to see a full raycasting game on the NES.

Thanks to Alp I managed to pin down the 1 point perspective for my game.

Wireframe dungeon with columns that I came up with when experimenting. It looks cool, I'll probably use a wireframe dungeon for something in my game.

Probably final Pattern ROM + palette configuration. I was trying to have each floor square have their own unique color but the transitions complicated everything, I could have had two distinctly colored floors but the UI would have had to reuse a color from the dungeon screen. Eww no. Right now I can have 6 different wall colors, a sky and ground (one of them is black), so it's all good.

The far left/right walls occupy a lot of pattern ROM space so I decided to only have walls with entry #1 as their color... if the walls follow the "Black; Dark tone; Light tone; Sky" rule for their palettes it's ok, but if I really need to have all 6 colors to be dramatically different from each other I can just eat the pattern ROM cost and duplicate their wall tiles with the second color. For double tall blocks I'll just cheat and do a "shadow" transition with black to go around attribute clash, don't want to create yet another set of tiles.

By the way, the far side walls look like fences because that was an failed attempt at dithering to make the wall look darker.

Guess I have the screen arrangements well defined, time to start coding.

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